Rare or Well Done? | CROSS Crit Gore-verhaul Mod Fallout 4 |

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Fallout 4
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Fallout 4 (2015)
Duration: 6:40
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CROSS Crit Gore-verhaul by Niero
This mod replaces the standard critical hit effects of red lasers, blue lasers, plasma and flame with new visual effects that leave a blackened skeleton behind. A skeleton with delicious, delicious giblets...

Nexus Link: http://www.nexusmods.com/fallout4/mods/23780/
Xbox link: https://bethesda.net/en/mods/fallout4/mod-detail/4017150

Purpose:
One of the hallmarks of the Fallout series is its over-the-top comedic violence. Fallout 4 has its fair share of violence, but I wanted to to see if I could take it a bit further. This mod adds several new special effects by default, and allows you to enable excessive use of crit special effects with a holotape.

Out of the box:
This mod overrides the default Fire, Laser, AlienLaser, and Plasma critical effects. Whenever a Human, Ghoul, Super Mutant, feral dogs or deathclaw dies to a crit from those elements instead of leaving behind a goo/ash pile or a lightly burnt corpse they will be reduced to skeletal remains. Other actors/creatures will use the default effects. Elemental Legendary weapons will not always crit with their element unless...

In-game Holotape:
Included with the mod is a simple settings Holotape ("[Settings] CROSS Crits Holotape") that allows you to turn on a "always crit Fx Mode". While enabled, enemies will always play critFx when they die as long as you are using a compatible weapon. This means, for example, if you have a legendary Incendiary gun your enemies will always burst into flames on death, or if you have a Plasma weapon they will be 'skeletonized' or turned to Goo 100% of the time (Adjustments are made to nuclear material drop rate). You'll get the holotape as soon as you start up the mod, or if you lose the tape you can re-make it at a chemlab.

Compatibility:
This mod overwrites 4 of the crit spells, none of these records change how crits work and are purely visual. The mod doesn't change how crits work or how often they occur it just alters the visual effects. The new Fx possibly can work with mod-added weapons WITHOUT a patch, depending on the keywords used by the mod-added weapon.

Performance:
The scripts for this mod were written similar to the vanilla ashpile script, they are lightweight and don't use any taxing auras/cloaks, scripts only run when stuff dies. You may notice a hiccup when you first crit something (vanilla ash/goo piles do this as well) because the crit Fx meshes/textures aren't pre-cached, the textures of this mod are intentionally low res to make this less unnoticeable.

Special thanks to Mr.Casual for parting together the Deathclaw Bones.



Notes on keyword recognition:

The Always Crit Fx Mode uses weapon keywords to apply its effects, some examples are below, and modded weapons that have similar keywords to these will work without any patches.

Fire Crits : Weapon must meet the following conditions:
-Must have the following keywords:
--WeaponTypeFlamer [KYWD:00225760] OR
--WeaponTypeMolotov [KYWD:0021A29F] OR
--WeaponTypeShishkebab [KYWD:00225768] OR
--HasLegendary_Weapon_IncendiaryBullets [KYWD:001E7175] OR
-Special condition for Lasers with burning mods:
-Must have the following keywords:
--WeaponTypeLaser [KYWD:00092A84] AND
--dn_HasReceiver_ArmorPiercing2 [KYWD:002377D2] OR
--dn_HasReceiver_ArmorPiercing1 [KYWD:0016303F]

Red Laser Crits : Weapon must meet the following conditions:
-Must have the following keywords:
--WeaponTypeLaser [KYWD:00092A84] OR
--WeaponTypeGatlingLaser [KYWD:0022575E]
-Must NOT have the following keywords:
--ma_InstituteLaserGun [KYWD:001289BB]
--dn_HasReceiver_ArmorPiercing2 [KYWD:002377D2] AND
--dn_HasReceiver_ArmorPiercing1 [KYWD:0016303F] AND

Blue Laser Crits : Weapon must meet the following conditions:
-Must have the following keywords:
--ma_InstituteLaserGun [KYWD:001289BB] OR
--WeaponTypeAlienBlaster [KYWD:0016968B]

Plasma Crits : Weapon must meet the following conditions:
-Must have the following keywords:
--WeaponTypePlasma [KYWD:00092A85] OR
--WeaponTypePlasmaGrenade [KYWD:0021968D] OR
--WeaponTypePlasmaMine [KYWD:00219689] OR
--HasLegendary_Weapon_PlasmaBullets [KYWD:001F9B4C]
-Special condition for Plasrail without needing a patch:
-Must have the following keywords:
--AnimsGaussRifle [KYWD:000D1EB1] AND
--AnimsGripRifleAssault [KYWD:0001F947]
-Must NOT have the following keywords:
--WeaponTypeBallistic [KYWD:00092A86]







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